Jesus Christmas I've got a load of replies. I've been gone for what, half a day? Whoo! Working from bottom to top:
DG: The mining charges can be directed enough to make ten tiles on three different Z-axis dissapear with a single push of a plunger. The trap has varying damage (quite possibly greater if the creature is adjacent to the bloody bomb) and -much- more limited excavation abilities, but can be set off all on it's lonesome, like with pressure plates. If it was a large enough siege and you were -really- pissed enough, I'd hook up twenty mining charges created by my best alchemist. They'd form a twenty (x-axis) by ten (y-axis) by seventeen (Z-axis) pit-to-be. There'd be overlap, but there's no kill like overkill. detonate, wait four minutes for the framerate to go back down to normal, and look through the settled dust to see rather a lot of mined out rock for your hours of planning, digging, gathering, building, planting, and gleeful bouncing up and down.
MJ: 1) I'll include screw pump into the siege engine design, 2) but it's going to be lit the entire time. It's not going out unless it's destroyed- no lever ignited torches. 3) Goblin-flesh bombs? I don't get how getting hit with vaporized meat is more deadly than shrapnel or wood even. 4) Please to be keeping assorted ammo to incendiary and explosive stuff (Or casks of water, if you're thinking prevention), that's what this thread is about. 5) I haven't seen the vehicle thread before, and I'll rely on Toady (May He Be Merciful) to think physics in relation to vehicles. Iiiiii'm not thinking car(t) bombs. Don't think it's very practical. Then again, some of this stuff isn't practical by human standards either. To heck with it, I'll read the thread and think more about it.
D2.0: 1) Dunno about that. Using sparks to light kindling is easier than lighting a fuse. I'll say instead torch-making comes with fire imp fat to keep the thing lit constantly, makes all this so much easier. Maaan, if all this gets implemented, even some of it, Fire imps are going to have some serious people in business suits thinking very fondly of their corpses. 2) I'm good with the mist idea. Gonna add that. A chance of putting out other adjacent fires. 5) (Three sir!) 3) Explosives have varying and unpredictable consequences, especially the early explosives and late trap explosives. If a tile is as big as, say, a few square feet, a barrel of gunpowder is going to clear several of them, rock and sand alike. It's more dangerous than miners, the explosive traps shouldn't be inside a base (BAD THING) and can ruin your plans for a structure early on before you get a massive crater through an aquifer or through a wet or a warm wall you hadn't quite gotten to just yet. Take them out far from base, use them in exploratory mining and -distant- perimeter defense. These are explosives, people. *Dons Crocodile Hunter clothing* Danger Danger Danger! 4) Handheld -would- be better with thrown, and was my original plan until I did digging about the wiki when I discovered for some reason throwing isn't in Fortress mode. 5) Catapults do lob, the barrels are thrown.
Virex: 1) I've accounted for crappy pumping with the good chance the flamethrower dwarves can catch on fire or blow up (Stun, minimum. Lucky superdwarves). 2) We can't use throw in Fortress mode, though it would be leagues safer and more intelligent. Work from behind fortifications two, I believe. 3) Once again with the suicide bombing carts and ships! I'll look into the vehicle thread.
(Last one woo!)
DizzyElk: 1) Bugger, I didn't notice that, thanks. Well, cheating wouldn't be the best, so we'll just abandon the matches idea and think Imp Fat!(TM) for our torches.
Think that's everyone... And preview... All good and clear, and POST!